mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-07-11 14:44:36 +00:00
Merge pull request #635 from just-bank/engine-fixes
Various engine fixes
This commit is contained in:
commit
cd978039ac
37 changed files with 106 additions and 86 deletions
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@ -623,7 +623,7 @@ void ColladaAppMesh::getPrimitives(const domGeometry* geometry)
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delete meshPrims[iPrim];
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}
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void ColladaAppMesh::getVertexData(const domGeometry* geometry, F32 time, const MatrixF& objectOffset,
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void ColladaAppMesh::getVertexData(const domGeometry* geometry, F32 time, const MatrixF& objOffset,
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Vector<Point3F>& v_points,
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Vector<Point3F>& v_norms,
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Vector<ColorI>& v_colors,
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@ -693,7 +693,7 @@ void ColladaAppMesh::getVertexData(const domGeometry* geometry, F32 time, const
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if (appNode->invertMeshes)
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points_array[iVert].z = -points_array[iVert].z;
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objectOffset.mulP(points_array[iVert]);
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objOffset.mulP(points_array[iVert]);
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}
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if (appendValues || ((tuple.uv >= 0) && (tuple.uv < streams.uvs.size()))) {
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@ -755,7 +755,7 @@ void ColladaAppMesh::getVertexData(const domGeometry* geometry, F32 time, const
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delete meshPrims[iPrim];
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}
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void ColladaAppMesh::getMorphVertexData(const domMorph* morph, F32 time, const MatrixF& objectOffset,
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void ColladaAppMesh::getMorphVertexData(const domMorph* morph, F32 time, const MatrixF& objOffset,
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Vector<Point3F>& v_points,
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Vector<Point3F>& v_norms,
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Vector<ColorI>& v_colors,
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@ -807,7 +807,7 @@ void ColladaAppMesh::getMorphVertexData(const domMorph* morph, F32 time, const M
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return;
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getPrimitives(baseGeometry);
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getVertexData(baseGeometry, time, objectOffset, v_points, v_norms, v_colors, v_uvs, v_uv2s, true);
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getVertexData(baseGeometry, time, objOffset, v_points, v_norms, v_colors, v_uvs, v_uv2s, true);
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// Get pointers to the arrays of base geometry data
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Point3F* points_array = &v_points[v_points.size() - vertTuples.size()];
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@ -863,7 +863,7 @@ void ColladaAppMesh::getMorphVertexData(const domMorph* morph, F32 time, const M
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if (uv2s_array)
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targetUv2s.set(uv2s_array, vertTuples.size());
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getVertexData(targetGeoms[iTarget], time, objectOffset, targetPoints, targetNorms, targetColors, targetUvs, targetUv2s, false);
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getVertexData(targetGeoms[iTarget], time, objOffset, targetPoints, targetNorms, targetColors, targetUvs, targetUv2s, false);
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// Combine with base geometry
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for (S32 iVert = 0; iVert < vertTuples.size(); iVert++) {
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@ -883,7 +883,7 @@ void ColladaAppMesh::getMorphVertexData(const domMorph* morph, F32 time, const M
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}
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}
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void ColladaAppMesh::lockMesh(F32 t, const MatrixF& objectOffset)
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void ColladaAppMesh::lockMesh(F32 t, const MatrixF& objOffset)
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{
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// Find the geometry element for this mesh. Could be one of 3 things:
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// 1) a simple static mesh (Collada <geometry> element)
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@ -923,10 +923,10 @@ void ColladaAppMesh::lockMesh(F32 t, const MatrixF& objectOffset)
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// Now get the vertex data at the specified time
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if (geometry->getElementType() == COLLADA_TYPE::GEOMETRY) {
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getPrimitives(daeSafeCast<domGeometry>(geometry));
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getVertexData(daeSafeCast<domGeometry>(geometry), t, objectOffset, points, normals, colors, uvs, uv2s, true);
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getVertexData(daeSafeCast<domGeometry>(geometry), t, objOffset, points, normals, colors, uvs, uv2s, true);
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}
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else if (geometry->getElementType() == COLLADA_TYPE::MORPH) {
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getMorphVertexData(daeSafeCast<domMorph>(geometry), t, objectOffset, points, normals, colors, uvs, uv2s);
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getMorphVertexData(daeSafeCast<domMorph>(geometry), t, objOffset, points, normals, colors, uvs, uv2s);
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}
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else {
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daeErrorHandler::get()->handleWarning(avar("Unsupported geometry type "
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@ -109,11 +109,11 @@ protected:
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bool checkGeometryType(const daeElement* element);
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void getPrimitives(const domGeometry* geometry);
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void getVertexData( const domGeometry* geometry, F32 time, const MatrixF& objectOffset,
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void getVertexData( const domGeometry* geometry, F32 time, const MatrixF& objOffset,
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Vector<Point3F>& points, Vector<Point3F>& norms, Vector<ColorI>& colors,
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Vector<Point2F>& uvs, Vector<Point2F>& uv2s, bool appendValues);
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void getMorphVertexData( const domMorph* morph, F32 time, const MatrixF& objectOffset,
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void getMorphVertexData( const domMorph* morph, F32 time, const MatrixF& objOffset,
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Vector<Point3F>& points, Vector<Point3F>& norms, Vector<ColorI>& colors,
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Vector<Point2F>& uvs, Vector<Point2F>& uv2s );
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@ -211,8 +211,8 @@ public:
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/// Generate the vertex, normal and triangle data for the mesh.
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///
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/// @param time Time at which to generate the mesh data
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/// @param objectOffset Transform to apply to the generated data (bounds transform)
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void lockMesh(F32 time, const MatrixF& objectOffset);
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/// @param objOffset Transform to apply to the generated data (bounds transform)
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void lockMesh(F32 time, const MatrixF& objOffset);
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/// Get the transform of this mesh at a certain time
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///
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@ -430,6 +430,8 @@ public:
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class BasePrimitive
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{
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public:
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virtual ~BasePrimitive() { }
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/// Return true if the element is a geometric primitive type
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static bool isPrimitive(const daeElement* element)
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{
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@ -1225,7 +1225,7 @@ void TSShape::assembleShape()
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if (smReadVersion<23)
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{
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// get detail information about skins...
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S32 * detailFirstSkin = tsalloc.getPointer32(numDetails);
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S32 * detFirstSkin = tsalloc.getPointer32(numDetails);
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S32 * detailNumSkins = tsalloc.getPointer32(numDetails);
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tsalloc.checkGuard();
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@ -1257,7 +1257,7 @@ void TSShape::assembleShape()
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ptr32 = tsalloc.allocShape32(numSkins);
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for (i=0; i<numSkins; i++)
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{
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bool skip = i<detailFirstSkin[skipDL];
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bool skip = i<detFirstSkin[skipDL];
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TSSkinMesh * skin = (TSSkinMesh*)TSMesh::assembleMesh(TSMesh::SkinMeshType,skip);
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if (meshes.address())
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{
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@ -1286,7 +1286,7 @@ void TSShape::assembleShape()
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tsalloc.checkGuard();
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// we now have skins in mesh list...add skin objects to object list and patch things up
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fixupOldSkins(numMeshes,numSkins,numDetails,detailFirstSkin,detailNumSkins);
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fixupOldSkins(numMeshes,numSkins,numDetails,detFirstSkin,detailNumSkins);
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}
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// allocate storage space for some arrays (filled in during Shape::init)...
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@ -597,7 +597,7 @@ class TSShape
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/// mem buffer transfer helper (indicate when we don't want to include a particular mesh/decal)
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bool checkSkip(S32 meshNum, S32 & curObject, S32 skipDL);
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void fixupOldSkins(S32 numMeshes, S32 numSkins, S32 numDetails, S32 * detailFirstSkin, S32 * detailNumSkins);
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void fixupOldSkins(S32 numMeshes, S32 numSkins, S32 numDetails, S32 * detFirstSkin, S32 * detailNumSkins);
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/// @name Shape Editing
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/// @{
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@ -485,8 +485,8 @@ protected:
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/// @}
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virtual void render( const TSRenderState &rdata );
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virtual void render( const TSRenderState &rdata, S32 dl, F32 intraDL = 0.0f );
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void render( const TSRenderState &rdata );
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void render( const TSRenderState &rdata, S32 dl, F32 intraDL = 0.0f );
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void animate() { animate( mCurrentDetailLevel ); }
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void animate(S32 dl);
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@ -29,7 +29,7 @@
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// put old skins into object list
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//-------------------------------------------------
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void TSShape::fixupOldSkins(S32 numMeshes, S32 numSkins, S32 numDetails, S32 * detailFirstSkin, S32 * detailNumSkins)
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void TSShape::fixupOldSkins(S32 numMeshes, S32 numSkins, S32 numDetails, S32 * detFirstSkin, S32 * detailNumSkins)
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{
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#if !defined(TORQUE_MAX_LIB)
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// this method not necessary in exporter, and a couple lines won't compile for exporter
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@ -63,9 +63,9 @@ void TSShape::fixupOldSkins(S32 numMeshes, S32 numSkins, S32 numDetails, S32 * d
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// find one mesh per detail to add to this object
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// don't really need to be versions of the same object
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i = 0;
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while (i<detailFirstSkin[dl] || detailFirstSkin[dl]<0)
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while (i<detFirstSkin[dl] || detFirstSkin[dl]<0)
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i++;
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for (; i<numSkins && i<detailFirstSkin[dl]+detailNumSkins[dl]; i++)
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for (; i<numSkins && i<detFirstSkin[dl]+detailNumSkins[dl]; i++)
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{
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if (skins[i])
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{
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@ -77,7 +77,7 @@ void TSShape::fixupOldSkins(S32 numMeshes, S32 numSkins, S32 numDetails, S32 * d
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break;
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}
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}
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if (i==numSkins || i==detailFirstSkin[dl]+detailNumSkins[dl])
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if (i==numSkins || i==detFirstSkin[dl]+detailNumSkins[dl])
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{
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skinsCopy.push_back(NULL);
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object.numMeshes++;
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